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459 lines
14 KiB
INI
459 lines
14 KiB
INI
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! -----------------------------------------------------------------------------
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Constant Story "Alone on The Ice";
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Constant Headline
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"^Inform for New Writers^
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~Alone on The Ice~ - a sample game/tutorial
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by Ethan Dicks - Last Compiled: 23-Feb-1998^";
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Release 1;
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Serial "980223";
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! The game is meant to be experimented with, so we always define:
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Constant DEBUG;
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! --------------------------------------------------------------------------
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! Put your "replaces" here to re-write parts of the Inform libraries
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Include "Parser";
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! --------------------------------------------------------------------------
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! Out on the open ice, every object that might be dropped out there needs to
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! have a property to store its "coordinate". Forgetting this could cause
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! serious bugs.
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Property ICELOC 0; ! coordinate of Object in ice field.
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! --------------------------------------------------------------------------
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Include "VerbLib";
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! --------------------------------------------------------------------------
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!
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! It all starts here --+
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! |
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! v
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[ Initialise;
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location = HUT1;
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thedark.description = "There is nothing here but whiteness. If you move
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from this spot, you are likely to be hopelessly lost";
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"You awake from a dreamless sleep to silence. You look around the room
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for Tom, your campmate; he isn't here. Of all the places to go for a
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walk by yourself, the middle of the Antarctic plateau isn't one of them.
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Despite your training to stay put and wait for him to come back, you
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decide to go after him. It's just the two of you here, and no planes
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due for weeks.";
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];
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! --------------------------------------------------------------------------
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!
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! Things - the elements of our interactive world
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!
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! --------------------------------------------------------------------------
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Object HUT1 "A small scientific observation hut"
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with description "This cramped insulated box has been your home for
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several months now. There is little in here but
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some equipment for monitoring the weather and two
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cots.",
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n_to DOOR1,
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has light;
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!----
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Object -> DOOR1 "freezer door" ! An ordinary two-sided door (as implemented
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! in the Inform Designer's Manual, chpt. 12).
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with description "There is a door in the wall of the hut, nearly as wide
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as the wall. It is large, white and heavy. It does
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not appear to have a doornob, as such, but more of a
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plunger like you'd find on the inside of a meat locker.",
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name "white" "freezer" "door",
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when_closed [; rfalse; ],
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when_open "The door has been carelessly left open and the cold,
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antarctic wind is blowing into the hut, unabated.",
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door_to [; if (location==CAMP14) return HUT1; return CAMP14; ],
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door_dir [; if (location==CAMP14) return n_to; return s_to; ],
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found_in HUT1 CAMP14,
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has static door openable;
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!----
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Object -> NOTE "goodbye note"
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with initial "There is a piece of paper taped to the door here.",
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inven "A note from your campmate.",
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name "note" "paper" "piece",
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ICELOC 0,
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before [; Examine: "The paper appears torn hastily from a notebook, the
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writing nearly illegible. It reads:^^Went to get
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some smokes. Be back soon.^^^^ --Tom";
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],
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has ~static; ! make sure it's portable
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!----
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Object -> BOOK "survival guide"
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with name "book" "survival" "guide",
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initial "A survival guide lies discarded in the corner.",
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ICELOC 0,
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before [; Examine: "It's a standard issue guide to survival in Antarctica.
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You got it on your first day here. On the back cover
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is a list of important safety tips:
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^ Black flags mark hazards - do not approach.
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^ Orange flags mean safe travel.
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^ Stick to the flagged routes.
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^ Travel in pairs (I guess Tom forgot that one).
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^ In a white-out, sit down and wait it out.^";
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],
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has ~static; ! make sure it's portable
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!----
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Object CAMP14 "Weather Observation Post 14"
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with description "Behind the sign that reads, ~The United States Welcomes
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you to Observation Post 14,~ lies your camp: an orange
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eight-foot by eight-foot box that you call home. There
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is a line of orange trail-marker flags heading off in
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the distance to the north. The rest is whiteness",
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s_to DOOR1,
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n_to
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[;
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! Drop the player at the starting poing
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PlayerTo(ICE,1); ! Put the player in the "ice room" Object
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IGOTO(52); ! Set the starting location (middle of the south edge)
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rtrue; ! Tell the parser that it worked.
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],
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has light;
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!----
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Object CAMP9 "Weather Observation Post 9"
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with description "This is another field camp, the sign here tells you,
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~The United States Welcomes you to Observation Post 9~.
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The flagged route goes south from here.",
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n_to DOOR2,
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s_to
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[;
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! Drop the player at the starting poing
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PlayerTo(ICE,1); ! Put the player in the "ice room" Object
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IGOTO(12); ! Set the starting location (middle of the north edge)
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rtrue; ! Tell the parser that it worked.
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],
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has light;
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!----
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Object HUT2 "A small scientific observation hut"
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with description "This looks like a duplicate of your own observation hut,
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down to the scuff marks on the floor.",
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s_to ICE2,
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n_to DOOR2,
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has light;
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!----
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Object -> DOOR2 "freezer door" ! An ordinary two-sided door (as implemented
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! in the Inform Designer's Manual, chpt. 12).
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with description "There is a familiar looking door in the wall of the hut,
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with a familiar looking opening plunger.",
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name "white" "freezer" "door",
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when_closed [; rfalse; ],
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when_open "The door has been carelessly left open and the cold,
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antarctic wind is blowing into the hut, unabated.",
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door_to [; if (location==CAMP9) return HUT2; return CAMP9; ],
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door_dir [; if (location==CAMP9) return n_to; return s_to; ],
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found_in HUT2 CAMP9,
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has static door openable;
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!----
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Object -> TOM "your campmate, Tom"
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with name "Tom",
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description "Tom, the only other person for a hundred miles, is here,
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smoking the foulest smelling cigarettes you have ever
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smelled - Penguin Slims",
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has proper animate;
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! In order to create the illusion of an enormous expanse of rooms without
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! having to create one object per location, we simulate a large area with
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! two real rooms and an array. One room (ICE) contains the Player object
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! at all times. The other (ICE2), is a temporary holding area for the
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! objects that are located in various places throughout the virtual space.
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! We use the "ICELOC" property to remember where in the greater area an
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! object was the last time the Player saw it.
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!
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Object ICE "Out on the open ice"
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with name "ICE",
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description
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[; IWHERE(); ],
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before
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[; Go:
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! Check to see if we are at an exit space, otherwise, just move
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! around the virtual area.
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return IEXIT();
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],
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! Since we don't move from object to object, all roads lead back here. The
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! only way out is through specially marked spaces.
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n_to ICE, s_to ICE, e_to ICE, w_to ICE,
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ne_to ICE, nw_to ICE, se_to ICE, u_to ICE, sw_to ICE,
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d_to ICE,
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has light static container;
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! We need a place to stash things that get left out on the ice
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Object ICE2 "Ice Box" with name "ICE2", description "Ice Box", has light;
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! ----------------------------------------
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! Let's leave a trail for Player to follow
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!
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Class Flag
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with description "trail flag",
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name "marker" "flag" "bamboo" "pole",
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initial
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[;
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"There is ", (a) self, " trail-marker flag here, fluttering
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at the end of a bamboo pole";
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],
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After
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[; Take: print "You pull the flag from the snow"; ],
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has ~static; ! Let's let the player pick up and move the flags around.
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! Now, create several instances of the flags and stick them in the holding room
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Class Orange_Flag class Flag with name "orange", article "an";
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Class Black_Flag class Flag with name "black", article "a";
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Orange_Flag O1 "orange flag" ICE2 with plural "orange flags", ICELOC 12;
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Orange_Flag O2 "orange flag" ICE2 with plural "orange flags", ICELOC 20;
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Orange_Flag O3 "orange flag" ICE2 with plural "orange flags", ICELOC 28;
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Orange_Flag O4 "orange flag" ICE2 with plural "orange flags", ICELOC 36;
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Orange_Flag O5 "orange flag" ICE2 with plural "orange flags", ICELOC 44;
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Orange_Flag O6 "orange flag" ICE2 with plural "orange flags", ICELOC 52;
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Black_Flag BL1 "black flag" ICE2 with plural "black flags", ICELOC 53;
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Black_Flag BL2 "black flag" ICE2 with plural "black flags", ICELOC 45;
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Black_Flag BL3 "black flag" ICE2 with plural "black flags", ICELOC 37;
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Black_Flag BL4 "black flag" ICE2 with plural "black flags", ICELOC 29;
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! ----------------------------------------
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Global IPLAYER=52; ! Current location of Player on the ice
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!----------
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! Virtual room array
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! This array is a grid representation of the ice field. Different numbers
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! represent the kind of terrain found in a particular "location". To make
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! life easier for the programmer, positive numbers are inaccessible, zero
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! is flat and level, and negative numbers are used for features such as exits
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! and moveable ice blocks (not implemented in this tutorial).
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!
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! It's best to list this out in table form:
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! 1 is impassable barrier (crevasse)
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! -1 is movable block of ice (Not Implemented Yet)
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! -2 is the passage to the north exit
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! -3 is the passage to the south exit
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Array IVEC --> 0 1 1 1 (-2) 1 1 1 1
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1 0 0 0 0 0 0 1
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1 0 0 0 0 0 0 1
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1 0 0 0 0 1 0 1
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1 0 0 0 0 1 0 1
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1 0 0 0 0 1 0 1
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1 0 0 0 0 1 0 1
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1 1 1 (-3) 1 1 1;
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! Note the north-south crevasse to the east of the expected path of the Player.
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! ----------------------------------------
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! Walking around on the ice field
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! NB: n_obj is 7. The array has dummy entries to match the array element
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! number with the direction object number. The elements/directions
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! follow the order N, S, E, W, NE, NW, SE, SW. If this changes, this
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! array and it's supporting code must be redesigned. This may not
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! be the best way to do this, but it does work.
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!
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! These numbers are based on an 8x8 grid. A grid of a different size would
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! generate different numbers (i.e., a 4x4 grid would see -4 for -8, -3 for
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! -7, -5 for -9, etc.)
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Array IEXITS --> 0 0 0 0 0 0 0 (-8) 8 1 (-1) (-7) (-9) 9 7;
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!
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! IEXIT - let the player exit the ice field
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!
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[ IEXIT;
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! Check to see if the player is in the right place and moving in the right
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! direction (up).
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if (IPLAYER==12 or 52) {
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! Is there a way up here? (N.B.: for this example, there always is).
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if ((IVEC-->(IPLAYER + IEXITS-->noun)) == -2) {
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print "You scramble up the trail and onto the plateau.^";
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give ICE ~visited;
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Playerto(CAMP9,2);
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rtrue;
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}
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else if ((IVEC-->(IPLAYER + IEXITS-->noun)) == -3) {
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print "You scramble up the trail and back to camp.^";
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give ICE ~visited;
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Playerto(CAMP14,2);
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rtrue;
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}
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}
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if (noun==u_obj) {
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print "There is nothing but flat, featureless ice here. Nothing to
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climb";
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return 3;
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}
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! Don't let them go down, ever.
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if (noun==d_obj) {
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print "That's not a good idea.";
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return 3;
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}
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! If the intended space is empty, let the player move there
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if (IVEC-->(IPLAYER + IEXITS-->noun)==0) {
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return IGOTO(IPLAYER + IEXITS-->noun);
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}
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! There must be a barrier. Stop them from moving.
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print "In the nick of time, you step back from the edge of a yawning
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crevasse.";
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return 3;
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];
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!------
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! "Move" to new ice room
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[ IGOTO FX x y;
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! Forget we were ever here. This keeps the descriptions fresh.
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give ICE ~visited;
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! Move stuff out of the old location into the storage space
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x = child(ICE);
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while (x) {
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y=sibling(x);
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if ( (x hasnt concealed) && (x ~= Player) ) {
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x.ICELOC=IPLAYER; ! Remember where it came from
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move x to ICE2; ! Stash it
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}
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x = y;
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}
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! "move" player to the new location
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IPLAYER=FX;
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! Pull stuff from the storage space to the new location, if it belongs here
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x = child(ICE2);
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while (x) {
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y=sibling(x);
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! see if this Object belongs in our new location
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if (x.ICELOC == IPLAYER) {
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x.ICELOC=0; ! Forget where it used to be
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move x to ICE; ! Put it back in here
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}
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x = y;
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}
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<Look>;
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give ICE ~visited;
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return 3;
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];
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! ----------------------------------------
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!
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! Describe location out on the open ice.
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!
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[ IWHERE N W S E num_crevasse crevasse_dir;
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N = IVEC-->(IPLAYER - 8);
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S = IVEC-->(IPLAYER + 8);
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E = IVEC-->(IPLAYER + 1);
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W = IVEC-->(IPLAYER - 1);
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! print "This is Ice Room #", IPLAYER, ".^";
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! See if Player is somewhere safe or not
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if ( ON_FLAGGED_ROUTE(IPLAYER) )
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print "You are on the flagged route. ";
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else
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print "You are out on the open ice, a dangerous thing. ";
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! Count the crevasses and remember which direction they are in
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if (N == 1) { num_crevasse++; crevasse_dir = crevasse_dir + 1; }
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if (S == 1) { num_crevasse++; crevasse_dir = crevasse_dir + 2; }
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if (E == 1) { num_crevasse++; crevasse_dir = crevasse_dir + 4; }
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if (W == 1) { num_crevasse++; crevasse_dir = crevasse_dir + 8; }
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! If there are any crevasses, warn Player
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if (num_crevasse) {
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print "There ";
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if (num_crevasse == 1) ! How many?
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print "is a crevasse to the ";
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else
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print "are crevasses to the ";
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if (N == 1) {
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print "north";
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num_crevasse--;
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if (num_crevasse == 1)
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print " and ";
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else if (num_crevasse > 1)
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print ", ";
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}
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if (S == 1) {
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print "south";
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num_crevasse--;
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if (num_crevasse == 1)
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print " and ";
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else if (num_crevasse > 1)
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print ", ";
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}
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if (E == 1) {
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print "east";
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num_crevasse--;
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if (num_crevasse == 1)
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print " and ";
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else if (num_crevasse > 1)
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print ", ";
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}
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if (W == 1)
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print "west";
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print ".";
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}
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print "^";
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||
|
|
||
|
! Let's thrown in a colorful phrase, just for fun...
|
||
|
if (IPLAYER==36)
|
||
|
print "(If Nowhere has a Middle, this is it.)^";
|
||
|
|
||
|
! Describe the exits, if present
|
||
|
if (N==-2)
|
||
|
print "There is a plateau to the north here. There appears to be a way to
|
||
|
scramble up to it that avoids the crevasse.";
|
||
|
|
||
|
if (S==-3)
|
||
|
print "You can see your camp up and to the south.^";
|
||
|
|
||
|
];
|
||
|
|
||
|
!
|
||
|
! Check to see if Player is on the route
|
||
|
!
|
||
|
! To-do: Check for an undisturbed flag along the route
|
||
|
!
|
||
|
[ ON_FLAGGED_ROUTE location;
|
||
|
if (location == 12 or 20 or 28 or 36 or 44 or 52)
|
||
|
rtrue;
|
||
|
|
||
|
rfalse;
|
||
|
];
|
||
|
|
||
|
!----
|
||
|
! Define verbs here...
|
||
|
|
||
|
Include "Grammar";
|